Sunscale SerpentCreature 14
Source Pathfinder Howl of the Wild
Perception +25 (low light vision, tremorsense (imprecise) 100 feet)
Languages Common, Draconic, Truespeech
Skills Acrobatics +25, Athletics +25, Stealth +33, Survival +28
Str +8, Dex +4, Con +3, Int +1, Wis +6, Cha -1
AC 36; Fort +25; Reflex +26; Will +28;
HP 251
Speed 40 feet (fly 40 feet)
Immunities disease, paralyzed, poison, precision
Resistances All Damage 14
Jaws
+28 (+23, +18) to hit (magical, reach 10, unarmed) 3d8+11 ForceTail
+28 (+24, +20) to hit (agile, magical, reach 15) 3d6+11 ForceConstant Spells
A constant spell affects the monster without the monster needing to cast it, and its duration is unlimited. If a constant spell gets counteracted, the monster can reactivate it by spending the normal spellcasting actions the spell requires.
Reactive Strike (Tail Only)
Trigger A creature within the monster's reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it's using.
Effect The monster attempts a melee Strike against the triggering creature. If the attack is a critical hit and the trigger was a manipulate action, the monster disrupts that action. This Strike doesn't count toward the monster's multiple attack penalty, and its multiple attack penalty doesn't apply to this Strike.
Bond with Mortal (mental, primal)Frequency once per day
Effect The spirit guide spends 10 minutes to form a bond with a mortal creature. While the bond exists, the spirit guide increases their current and maximum Hit Points by 28, gains a +2 status bonus to their attack and damage rolls, and can communicate telepathically with the bonded mortal as long as the two beings are on the same plane. The spirit guide can only be bonded with one mortal at a time, and they can take this action again to end the bond or to form a new bond (which also ends the old bond). The bond also ends if the spirit guide or the mortal dies.
This bond strengthens the spirit guide's connection to the Universe. While bonded, the spirit guide loses the incorporeal and spirit traits, loses their immunity to disease, paralysis, and poison, along with their resistance to all damage, and changes their Strikes to deal the appropriate amount of physical damage (typically piercing or slashing) instead of force damage.
Bonded Strike
Requirements The sunscale serpent is currently Bonded with a Mortal
Effect The sunscale serpent makes a jaws Strike. If this attack hits, the bonded mortal can spend their reaction to Strike the same target.
Sun's Heat
The sunscale serpent Flies up to its fly Speed. All creatures directly below the spaces it moves through must succeed at a DC 31 fortitude save or be exposed to sun's touch poison. The serpent cannot fly further than 60 feet above the target or the poison becomes too dispersed in the fall to take effect.
Sun's Touch (poison)Saving Throw DC 34 fortitude
Maximum Duration 6 rounds
Stage 1 6d8 poison damage and Clumsy 1 (1 round)
Stage 2 8d6 poison damage and Clumsy 2 (1 round)
Stage 3 6d10 poison damage and Fatigued (1 round)
Swallow Whole
(attack)Large, (2d10+9)[force],(2d10) fire2d10+9 force and 2d10 fire, Rupture 32
The monster attempts to swallow a creature of the listed size or smaller that it has grabbed or restrained in its jaws or mouth. If a swallowed creature is of the maximum size listed, the monster can't use Swallow Whole again. If the creature is smaller than the maximum, the monster can usually swallow more creatures; the GM determines the maximum. The monster attempts an athletics check opposed by the grabbed creature's Reflex DC. If it succeeds, it swallows the creature. The monster's mouth or jaws no longer grab a creature it has swallowed, so the monster is free to use them to Strike or Grab once again. The monster can't attack creatures it has swallowed.
A swallowed creature is Grabbed, is Slowed 1, and has to hold its breath or start suffocating. The swallowed creature takes the listed amount of damage when first swallowed and at the end of each of its turns while it's swallowed. If the victim Escapes this ability's grabbed condition, it exits through the monster's mouth. This frees any other creature grabbed in the monster's mouth or jaws. A swallowed creature can attack the monster that has swallowed it, but only with unarmed attacks or with weapons of light Bulk or less. The swallowing creature is Off-Guard against the attack. If the monster takes piercing or slashing damage equaling or exceeding the listed Rupture value from a single attack or spell, the swallowed creature cuts itself free. A creature that gets free by either Escaping or cutting itself free can immediately breathe and exits the swallowing monster's space.
Effect: Engulf and Swallow Whole
If the monster dies, a swallowed creature can be freed by creatures adjacent to the corpse if they spend a combined total of 3 actions cutting the monster open with a weapon or unarmed attack that deals piercing or slashing damage.
Unleash the Sun
Requirements The sunscale serpent is flying
Effect The sunscale serpent Flies up to its fly Speed, then crashes to the ground, releasing a wave of heat dealing 5d10 fire damage to all creatures within a 60-foot burst and searing their eyes with the erupting glory of its scales. Each creature in the area must attempt a DC 31 reflex save.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is Dazzled for 1 round.
Critical Failure The creature takes full damage, is Blinded for 1 round, and dazzled for 1 minute.
Improved Grab
Trigger The monster's last action was a successful Strike that lists Improved Grab in its damage entry, or the monster has a creature Grabbed or Restrained
Effect If used after a Strike, the monster attempts to [/act grapple] the creature using the body part it attacked with as a free action. This attempt neither applies nor counts toward the creature's multiple attack penalty.
The monster can instead use Improved Grab as an action and choose one creature it's grabbing or restraining with an appendage that has Improved Grab to automatically extend that condition to the end of the monster's next turn.
Push
Requirements The monster's last action was a successful Strike that lists Push in its damage entry
Effect The monster attempts to [/act shove] the creature. This attempt neither applies nor counts toward the monster's multiple attack penalty. If Push lists a distance, change the distance the creature is pushed on a success to that distance.
Primal Innate Spells (DC 31, +0 to hit)
5th Level: Truespeech (Constant)
Traits
Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.
BeastA creature similar to an animal but with an Intelligence modifier of –3 or higher is usually a beast. Unlike an animal, a beast might be able to speak and reason.